Alessandro Pollini Posted May 23, 2016 Share Posted May 23, 2016 Laguna Seca View File Laguna Seca by bernds New in v0.4: New AI line from heavyweight1413's thread Redid the road markings between pitlane exit and the main track. In the previous version, I attempted to do these with a shrink-wrapped object on top of the track, and it didn't look very good. It's all geometry now. Also, the pitlane exit now has white lines as it should. Made another pass over all the kerbs, adding depth, aligning them better with the road, etc. The "Yokohama" bridge between T3 and T4 now finally has stairs on both sides. Probably could do with a bit more scaling and placing finetuning. The landscape mesh now is actually closed, no more holes (the lake area surrounded by T2/T3/T4 wasn't done previously). Experimented with a racing line groove overlaid on the road. Included in the release is only a relatively faint one; I'm planning to add a bit more in corners and braking zones. Added some of the more visible power lines Added a bit more stuff to the pitlane. Still incomplete. However, made an experiment adding several hundred of the geometry-heavy tent roofs, and it didn't seem to affect performance, so I guess I can go crazy here in terms of polygon budget. A few new buildings. Tried to improve the scenery that's visible from T11, for example by adding some sidewalks and fences to the road so it doesn't all just look like a flat rubbish texture. The guardrail inside the pitlane should actually follow the road now. Still needs work though. New cameras_start.ini so things don't look ridiculous after loading. Built a truck. Not really visible yet, and needs a few more to keep it company. Plans: Improve textures. The worst problems are solved but it's not state-of-the art. Low priority since I don't see a clear way forward for the most part. Trees. I guess they could be worse, but I'm not really satisfied. On the bright side, the polygon budget experiment gives me some hope I can do away with the 2D ones. Took some photographs of leaves. Add more tents/buildings/cars/trucks where large empty spaces can be seen (behind the pitlane for example). Improve existing bits by adding detail where needed. Experiment with tyre mark textures some more. Look into an alternate layout. Probably stuff I've forgotten. Submitter Alessandro Pollini Submitted 05/23/2016 Category Track Link to comment Share on other sites More sharing options...
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